Gaming system customer service techniques
Summary by NHIP
Casino terminal messaging system
The apparatus enables communication between two casino gaming locations via a network. Each terminal displays a game alongside input areas for the remote player's name, code, and message, allowing menu-driven replies even when the recipient is absent.
Claim Score by NHIP
Abstract
A gaming system (100) includes gaming locations (102, 104, 106) that each comprise an interactive communication unit (119), including a display 118 visible from the gaming location. A network (126) is arranged to transmit data between the communication units. A touch screen liquid crystal display (118) unrelated to the operation of a gaming machine (102) generates graphics images.

Term
Term ended
Expired 26 March 2024, 2.5 years ago.
- Priority and filed
- Granted
- Expired
- Today
15 claims: 3 independent, 12 dependent
- 1In a casino gaming system comprising a plurality of casino gaming locations, apparatus for enabling communication between a first and a second casino gaming location comprising:a first gaming terminal operable from the first casino gaming location, and arranged to facilitate play of a first game by a first player, the first gaming terminal including a first display visible from the first casino gaming location, the first display being arranged to concurrently provide a first portion arranged to display the first game and a second portion enabling entry of at least one of a name of a second player and a second player code and enabling entry of a first message for the second player even when the second player is not at any casino gaming location;a second gaming terminal operable from the second casino gaming location, and arranged to facilitate play of a second game by a second player, the second gaming terminal including a second display visible from the second casino gaming location, the second display being arranged to concurrently provide a third portion arranged to display the second game and a fourth portion enabling entry of at least one of a name of the first player and a first player code and enabling entry of a second message for the first player even when the first player is not at any casino gaming location;a network arranged to transmit data resulting in display of a first menu including the first message and the name of the first player on the second display, the first menu enabling selection of a reply menu allowing the second player to enter a reply message to the first player even when the first player is not at any casino gaming location, the network also being arranged to transmit data resulting in display of a second menu including the second message and the name of the second player on the first display, the second menu enabling selection of a reply menu allowing the first player to enter a reply message to the second player even when the second player is not at any casino gaming location;and a casino central authority arranged: (1) to store player casino account and player identification information;(2) to locate the second gaming terminal associated with the second player identified as the recipient of the first message and to locate the first gaming terminal associated with the first player identified as the recipient of the second message;(3) to save the first message until the second gaming terminal is located;(4) to forward the first message to the second gaming terminal associated with the second player;(5) to save the second message until the first gaming terminal is located;and (6) to forward the second message to the first gaming terminal associated with the first player.
- 7In a gaming system comprising a plurality of casino gaming locations and a casino central authority storing player casino account and player identification information, a method of enabling communication between a first casino gaming location arranged to facilitate play of a first game by a first player and a second casino gaming location arranged to facilitate play of a second game by a second player, wherein a first display visible from the first casino gaming location is arranged to concurrently provide a first portion arranged to display the first game and a second portion, and wherein a second display visible from the second casino gaming location is arranged to concurrently provide a third portion arranged to display the second game and a fourth portion, comprising:generating messages at the first casino gaming location and displaying messages from the second casino gaming location at the first casino gaming location interactively;enabling entry of at least one of a name of the second player and a second player code from the first casino gaming location using the second portion provided by the first display;enabling entry of a first message for the second player from the first casino gaming location using the second portion provided by the first display, even when the second player is not at any casino gaming location;saving the first message for the second player from the first casino gaming location in a memory when the second player is not at any casino gaming location;retrieving the first message from the memory and forwarding the first message for the second player from the first casino gaming location after the casino central authority has located the second player at the second casino gaming location;generating messages at the second casino gaming location and displaying messages from the first casino gaming location at the second casino gaming location interactively;enabling entry of at least one of a name of the first player and a first player code from the second casino gaming location using the fourth portion provided by the second display;enabling entry of a second message for the first player from the second casino gaming location using the fourth portion provided by the second display, even when the first player is not at any casino gaming location;saving the second message for the first player from the second casino gaming location in the memory when the first player is not at any casino gaming location;retrieving the second message from the memory and forwarding the second message for the first player from the second casino gaming location after the casino central authority has located the first player at the first casino gaming location;transmitting the messages between the first and second casino gaming locations resulting in display of a first menu including the first message and the name of the first player at the second casino gaming location and display of a second menu including the second message and the name of the second player at the first casino gaming location;enabling selection of a first reply menu from the first menu;allowing from the first reply menu the second player to enter a reply message to the first player using the fourth portion provided by the second display, even when the first player is not at any casino gaming location;saving the reply message for the first player in the memory when the first player is not at any casino gaming location;retrieving the reply message from the memory and forwarding the reply message for the first player after the casino central authority has located the first player at the first casino gaming location;enabling selection of a second reply menu from the second menu;allowing from the second reply menu the first player to enter a reply message to the second player using the second portion provided by the first display, even when the second player is not at any casino gaming location;saving the reply message for the second player in the memory when the second player is not at any casino gaming location;and retrieving the reply message from the memory and forwarding the reply message for the second player after the casino central authority has located the second player at the second casino gaming location.
- 15Broadest claimClaim Score 33, narrow(NHIP)In a gaming system comprising a plurality of casino gaming locations and a casino central authority storing player casino account and player identification information, a method of enabling communication between a first casino gaming location arranged to facilitate play of a first game by a first player and a second casino gaming location arranged to facilitate play of a second game by a second player, wherein a first display visible from the first casino gaming location is arranged to concurrently provide a first portion arranged to display the first game and a second portion, and wherein a second display visible from the second casino gaming location is arranged to concurrently provide a third portion arranged to display the second game and a fourth portion, comprising:enabling the first player to enter at the first casino gaming location an identification of the second casino gaming location using the second portion provided by the first display;enabling the first player to enter at the first casino gaming location a message for the second player using the second portion provided by the first display;locating the second casino gaming location based on the entered identification of the second casino gaming location, wherein the step of locating the second casino gaming location is performed by the casino central authority;transmitting the message from the first to the second casino gaming location;displaying the message at the second casino gaming location such that it is visible to the second player.
Independent claims3
72 paragraphs in 5 sections, as filed
CROSS-REFERENCE TO RELATED APPLICATIONS
0001This application is a continuation of prior patent application Ser. No. 09/982,244, filed on Oct. 17, 2001 now abandoned.
0002The above stated prior application is hereby incorporated by reference in its entirety.
BACKGROUND OF THE INVENTION
0003This invention relates to gaming systems, and more particularly relates to communications with gaming locations and gaming service stations.
0004A large casino typically employs thousands of gaming locations that include non-machine games and machine games. Users of the games typically desire to place orders or reservations as they play, and they may desire to exchange messages with other users. Messaging systems used in casinos in the past have failed to provide such capability. For example, U.S. Pat. No. 5,429,361 (Raven et al., issued Jul. 4, 1995), describes a 12 character dot-matrix LED display <b>30</b> that can display messages to a player and a keypad that the player can use to send messages to a control unit. However, the system is not sufficiently interactive and flexible to allow users to efficiently place orders or reservations or to exchange messages.
0005U.S. Pat. No. 5,951,397 (Dickinson, issued Sep. 14, 1999) and U.S. Pat. No. 6,210,279 (Dickinson, issued Apr. 3, 2001) each discloses a touch screen used in a gaming machine. However, the touch screens are CRTs and are used for operation of the game. Such screens would be too large for effective use in a messaging system suitable for coupling to a gaming machine.
0006This invention addresses the problems presented by the foregoing patents and provides a solution.
BRIEF SUMMARY OF THE INVENTION
0007One form of the invention is useful in a gaming system comprising a memory, a service station and at least a first gaming location. In such an environment, communication with the service station and the first gaming location is enabling by providing an interactive first communication unit operable from the first gaming location, including a first display visible from the first gaming location and displaying a message depending on a preference of a player stored in the memory before the message is displayed at the first gaming location, an interactive second communication unit operable from the service station, including a second display visible from the service station, and a network arranged to transmit data so that messages are displayed on the first display and the second display.
0008Another apparatus form of the invention is useful in a gaming system comprising a first gaming location and a second gaming location. In such an environment, communication between the first and second gaming locations is enabled by providing apparatus comprising an interactive first communication unit operable from the first gaming location and arranged to accommodate a first player, the first communication unit including a first display visible from the first gaming location, enabling entry of at least one of a name of a second player and a second player code and enabling entry of a first message, an interactive second communication unit operable from the second gaming location and arranged to accommodate a second player, the second communication unit including a second display visible from the second gaming location, enabling entry of at least one of a name of the first player and a first player code and enabling entry of a second message, and a network arranged transmit data resulting in display of the first message on the second display and arranged to transmit data resulting in display of the second message on the first display.
0009One method form of the invention is useful in a gaming system comprising a service station, a memory and at least a first gaming location enabling play by a first player. In such an environment, communication with the service station and the first gaming location is enabled by providing steps comprising storing a preference of the first player in the memory, generating messages at the first gaming location and displaying messages visible from the first gaming location interactively after the preference is stored in the memory, generating messages at the first service station and displaying messages visible from the service station interactively, and transmitting the generated messages.
0010Another method form of the invention is useful in a gaming system comprising a first gaming location arranged to accommodate play by a first player and a second gaming location arranged to accommodate play by a second player. In such an environment, communication between the first and second gaming locations is enabled by providing steps comprising generating messages at the first gaming location and displaying messages from the second gaming location at the first gaming location interactively, enabling entry of at least one of a name of the second player and a second player code from the first gaming location, enabling entry of a first message from the first gaming location, generating messages at the second gaming location and displaying messages from the first gaming location at the second gaming location interactively, enabling entry of at least one of a name of the first player and a first player code from the second gaming location, enabling entry of a second message from the second gaming location, and transmitting the messages between the first and second gaming locations resulting in display of the first message at the second gaming location and display of the second message at the second gaming location.
0011By using techniques of the foregoing type, communications with gaming locations and/or service stations may be carried out with a degree of ease and reliability previously unavailable.
BRIEF DESCRIPTION OF THE DRAWINGS
0012<figref idref="DRAWINGS">FIG. 1</figref> is a schematic block diagram of one form of gaming system employing a gaming location message display made in accordance with one form of the invention.
0013<figref idref="DRAWINGS">FIG. 2</figref> is a block diagram of one of the gaming location message displays shown in <figref idref="DRAWINGS">FIG. 1</figref>, together with a game video display.
0014<figref idref="DRAWINGS">FIG. 3</figref> is a block diagram of the message display shown in <figref idref="DRAWINGS">FIG. 1</figref> with an exemplary service menu, including a personal service option, a reservation option and a personal message option, and a message menu with a displayed advertisement.
0015<figref idref="DRAWINGS">FIG. 4</figref> is a block diagram of the message display shown in <figref idref="DRAWINGS">FIG. 1</figref> with a personal service menu, including a drink option, displayed in response to the selection of the personal service option shown in <figref idref="DRAWINGS">FIG. 3</figref>.
0016<figref idref="DRAWINGS">FIG. 5</figref> is a block diagram of the message display shown in <figref idref="DRAWINGS">FIG. 1</figref> with a drink menu, including a soft drink option, displayed in response to the selection of the drink option in <figref idref="DRAWINGS">FIG. 4</figref>.
0017<figref idref="DRAWINGS">FIG. 6</figref> is a block diagram of the message display shown in <figref idref="DRAWINGS">FIG. 1</figref> with a soft drink menu displayed in response to the selection of the soft drink option in <figref idref="DRAWINGS">FIG. 5</figref>, including an image of a touch screen numerical keypad for entering quantity.
0018<figref idref="DRAWINGS">FIG. 7</figref> is a block diagram of the message display shown in <figref idref="DRAWINGS">FIG. 1</figref> with a reservation menu, including a ticket for show option, displayed in response to selection of the reservation option shown in <figref idref="DRAWINGS">FIG. 3</figref>.
0019<figref idref="DRAWINGS">FIG. 8</figref> is a block diagram of the message display shown in <figref idref="DRAWINGS">FIG. 1</figref> with a show ticket reservation menu, including a comedy option, displayed in response to selection of the ticket for show option shown in <figref idref="DRAWINGS">FIG. 7</figref>.
0020<figref idref="DRAWINGS">FIG. 9</figref> is a block diagram of the message display shown in <figref idref="DRAWINGS">FIG. 1</figref> with a comedy reservation menu, including a show x option, displayed in response to selection of the comedy option shown in <figref idref="DRAWINGS">FIG. 8</figref>.
0021<figref idref="DRAWINGS">FIG. 10</figref> is a block diagram of the message display shown in <figref idref="DRAWINGS">FIG. 1</figref> with a show x reservation menu displayed in response to selection of the show x option of <figref idref="DRAWINGS">FIG. 9</figref>.
0022<figref idref="DRAWINGS">FIG. 11</figref> is a block diagram of the message display shown in <figref idref="DRAWINGS">FIG. 1</figref> with an image of a touch screen numerical keypad displayed in response to selection of the “other” option of <figref idref="DRAWINGS">FIG. 10</figref>.
0023<figref idref="DRAWINGS">FIG. 12</figref> is a block diagram of the message display shown in <figref idref="DRAWINGS">FIG. 1</figref> with a reminder message displayed in response to selection of the show x reservation selection shown in <figref idref="DRAWINGS">FIG. 10</figref>.
0024<figref idref="DRAWINGS">FIG. 13</figref> is a block diagram of the message display shown in <figref idref="DRAWINGS">FIG. 1</figref> with a personal message menu displayed in response to selection of the personal message option shown in <figref idref="DRAWINGS">FIG. 3</figref>.
0025<figref idref="DRAWINGS">FIG. 14</figref> is a block diagram of the message display shown in <figref idref="DRAWINGS">FIG. 1</figref> with an image of a touch screen alphanumeric keypad displayed in response to at least one of options 1, 2 or 3 shown in <figref idref="DRAWINGS">FIG. 13</figref>.
0026<figref idref="DRAWINGS">FIG. 15</figref> is a block diagram of a second message display shown in <figref idref="DRAWINGS">FIG. 1</figref> illustrating delivery of the personal message shown in <figref idref="DRAWINGS">FIG. 13</figref>.
0027<figref idref="DRAWINGS">FIG. 16</figref> is a block diagram of the second message display shown in <figref idref="DRAWINGS">FIG. 15</figref> with a reply message menu.
0028<figref idref="DRAWINGS">FIG. 17</figref> is a block diagram of the service center display shown in <figref idref="DRAWINGS">FIG. 1</figref> with exemplary messages received at the service center.
0029<figref idref="DRAWINGS">FIG. 18</figref> is a block diagram of the service center display shown in <figref idref="DRAWINGS">FIG. 17</figref> with an exemplary reply menu.
0030<figref idref="DRAWINGS">FIG. 19</figref> is a block diagram of the second message display shown in <figref idref="DRAWINGS">FIG. 15</figref> illustrating delivery of a message from the service center and providing for a yes or no response.
DETAILED DESCRIPTION OF THE INVENTION
0031Referring to <figref idref="DRAWINGS">FIG. 1</figref>, gaming system <b>100</b> includes a several gaming locations <b>102</b>, <b>104</b> and <b>106</b> that may include various non-machine games, such as craps and blackjack, or may include game machines, such as slot machines, video poker machines, video roulette machines, and the like.
0032Gaming location <b>102</b> is exemplary of gaming locations <b>104</b> and <b>106</b>. If gaming location <b>102</b> includes a gaming machine <b>102</b>A, a game controller <b>108</b> and a game display <b>110</b> are provided. For both a non-machine gaming location and a game machine location, a location interface <b>112</b>, an optional alphanumeric keypad <b>114</b> and a touch screen message display <b>118</b> are provided. Display <b>118</b> may comprise a touch screen liquid crystal display (LCD) similar to the displays used in laptop computers. Display <b>118</b> is coupled to or located inside the cabinet of gaming machine <b>102</b>A, and may, for example, take the form of a rectangle about 3 inches high and 4 inches wide. Using an LCD inside a gaming machine in order to display graphics images and to display a numeric or alphabetic input image is advantageous because it eliminates the need for a separate keypad for the interactive entry of data. In addition, an LCD requires less space than many other types of displays. These considerations are important, because there usually is very limited space inside or adjacent a gaming machine. An optional alphanumeric keypad <b>114</b> may be placed for convenient manipulation while a player is using gaming location <b>102</b>.
0033A conventional graphics display controller <b>117</b> controls display <b>118</b>. Controller <b>117</b> can display either vector graphics or bit-mapped graphics on display <b>118</b>, depending the type of application program stored in memory <b>146</b> used for graphic display and the type of data stored for purposes of generating graphics images. The image data resulting in graphics images can be stored in memory <b>146</b> or can be stored in memory <b>121</b> and transmitted via network <b>126</b> to controller <b>117</b> for a particular graphic image. The image data can be either vector data or bit-mapped data. CPU <b>144</b> controls the transfer of the image data to controller <b>117</b> in response to application programs stored in memory <b>146</b> that determine the location of the graphics images on display <b>118</b> and also determine the time at which the graphics displays are presented.
0034Interface <b>112</b>, optional keypad <b>114</b>, controller ill and display <b>118</b> comprise an interactive communication unit <b>119</b>. Each of the gaming locations <b>104</b> and <b>106</b> include an interactive communication unit like unit <b>119</b>. For example, gaming location <b>106</b> includes a communication unit <b>119</b>A like unit <b>119</b>. In one embodiment, a player enters alphabetic and numeric information by touching display <b>118</b>. In such an embodiment, keypad <b>114</b> may not be provided. For the non-machine gaming locations, interface <b>112</b> comprises a communication controller <b>148</b>, such as a modem.
0035In this specification and claims, interactive means capable of accepting input from a human. Communication unit <b>119</b> comprises one or more programs for accepting such input from, for example, a touch screen alphanumeric keyboard image. Such programs are well known to those skilled in computer communication.
0036For a game machine location, interface <b>112</b> may include, for example, an RS485 interface such as that implemented by a Sentinel™ Interface from Casino Data Systems. Other interfaces and network architectures (e.g., Ethernet, parallel port, and the like) may be substituted however. Furthermore, interface <b>112</b> may implement, for example, the IGT Gaming SAS™ communication protocol or the CDS GDAP™ communication protocol for communication with gaming machine <b>102</b>A, or a custom communication protocol. In gaming machine <b>102</b>A, message display <b>118</b> may be coupled to the frame of the gaming machine or may be inside the cabinet of the gaming machine. However, any means of associating display <b>118</b> with gaming machine <b>102</b>A may be used as long as display <b>118</b> is visible from gaming machine <b>102</b>A.
0037Interface <b>112</b> is programmed to provide an interactive messaging operation. That is, user message activity, such as touching an active area of display <b>118</b> or entering information from keypad <b>114</b>, causes a response from or action by system <b>100</b>. One such response is the sending of data over network <b>126</b> to another location within system <b>100</b> so that a message is displayed. Another response is the display of a menu that depends on the area touched and/or user preferences.
0038User preferences may be stored in interface memory <b>146</b> that is controlled by a CPU <b>144</b>. CPU <b>144</b> controls the sending of messages by gaming location <b>102</b>, the receipt of messages by gaming location <b>102</b> and the display of messages by gaming location <b>102</b> in a well known manner.
0039Game controller <b>108</b> is responsible for operation of the gaming machine <b>102</b>A. Thus the game controller may include a microprocessor, memory, game software, and support circuitry to implement a slot machine or other type of game. The display <b>110</b> provides displays necessary for the play of the game, such as a display of slot machine rotors.
0040Gaming location <b>102</b> also includes a club card reader <b>150</b> that can read a MAG number located on a magnetic strip of a club card <b>152</b>, which may, for example, be a smart card. The MAG number is unique for each player. Card <b>152</b> also sometimes bears a player ID number that is human readable, but is not machine-readable. The card reader sends the MAG number to central authority <b>120</b>, which converts the MAG number to an OCR number. This feature prevents any potential misuse due to fraudulent creation of a bogus club card. Memory <b>121</b> maintains a table that correlates OCR numbers with player ID numbers. An example of misuse prevented or inhibited by converting the MAG number to an OCR number is as follows. The clerks at the stations generally have access to the OCR numbers, but not the MAG numbers. As a result, a person operating outside system <b>100</b> could not duplicate a new player card with a MAG number corresponding to an existing club card. If such a person could duplicate an existing club card, the person may be tempted to use the duplicate card to cash out a player's account. The conversion of the MAG number to an OCR number is an important feature that inhibits such temptation.
0041Central authority <b>120</b> translates an OCR number to a corresponding player ID number. This feature allows a single player ID number to identify more than one OCR number. The player ID number can be used by the central authority to address the value of an account corresponding to the player ID number or to access preferences of the player. Thus, the central authority keeps no account value or preferences corresponding to the MAG number or OCR number; it only keeps an account value and preferences corresponding to the player ID number, correlated with the OCR number by a table.
0042Player preferences may include preferences for drinks, cigarettes, snacks and the like. In addition, memory <b>121</b> may store a preference authorizing the player to be located by having central authority <b>120</b> correlate his player ID number with the gaming location at which his club card <b>152</b> was read.
0043When central authority <b>120</b> locates a player, it sends data to station <b>132</b> via network <b>126</b> that results in an electronic or printed display. For example, a printed display may result in a map <b>136</b> printed by a printer <b>138</b> attached to the station. Alternatively, the map may be displayed on display <b>134</b>. The map provides a floor plan of the casino or other facility in which system <b>100</b> is located, the location of the service station and the location at which card <b>152</b> was entered in a card reader, such as gaming location <b>102</b>.
0044Club cards are generated by having a player fill out a form and by submitting the form to a clerk at a station that is equipped with a card creator (not shown). Typically, a card creator is located at only one or two work stations, such as service station <b>132</b>, within a gambling facility. The clerk keys information into the station, and the information is transmitted to central authority <b>120</b>, which then generates an OCR number, corresponding MAG no. and player ID number for the creation of a new club card. The OCR number and player ID number are stored in the data base in memory <b>121</b> in the manner previously described. The central authority then causes the card creator to create a new club card with the stored player ID number and MAG number. Thus, the OCR number is not stored in memory <b>121</b> by having the new club card read by a card reader. Once the MAG, OCR and player ID numbers are created, they cannot be changed by a person operating outside system <b>100</b>.
0045Central authority <b>120</b> includes a central processing unit (CPU) <b>122</b> that operates through a network interface <b>124</b> and a network <b>126</b> to enable communication of the preferences with gaming locations <b>102</b>, <b>104</b> and <b>106</b>. Network <b>126</b> may be a conventional local area network, which allows messages to be sent directly between any of gaming locations <b>102</b>, <b>104</b> and <b>106</b>, service station <b>132</b> and central authority <b>120</b>. Memory <b>121</b> also may store data for various displays shown in <figref idref="DRAWINGS">FIGS. 2-19</figref>. Alternatively, the data for the displays may be stored locally in the memories for each of the gaming locations, such as memory <b>146</b>.
0046Service stations, such as station <b>132</b>, connect to central authority <b>120</b> and gaming locations <b>102</b>, <b>104</b> and <b>106</b> over network <b>126</b>. Service station <b>132</b> includes an interface like interface <b>112</b>, a touch screen display <b>134</b> like display <b>118</b> and a keypad <b>114</b>B like keypad <b>114</b>, as well as a communication unit <b>135</b> like unit <b>119</b>. Service stations typically are located near a source of drinks and snacks that may be ordered by players or users of system <b>100</b>. Several stations, like station <b>132</b>, typically are scattered throughout a large gaming facility.
0047<figref idref="DRAWINGS">FIG. 2</figref> illustrates message display <b>118</b> in relationship to game display <b>110</b>. Display <b>118</b> illustrates an exemplary menu of options <b>160</b> for a player or user of system <b>100</b>, as well as an exemplary space for receipt of messages <b>162</b>. Display <b>118</b> may be implemented as a window in display <b>110</b>.
0048<figref idref="DRAWINGS">FIG. 3</figref> illustrates display <b>118</b> with an exemplary advertisement <b>164</b>. Any type of advertisement may be generated by central authority <b>120</b> and sent to any gaming location for display. <figref idref="DRAWINGS">FIG. 3</figref> also shows an exemplary menu by which a user may chose the type of service desired by touching an appropriate portion of display <b>118</b> or entering a corresponding number on keypad <b>114</b>. The advertisement may be displayed without the menu if desired.
0049<figref idref="DRAWINGS">FIG. 4</figref> illustrates display <b>118</b> with an exemplary personal service menu displayed in response to a player or user touching the term “PERSONAL SERVICE” on display <b>118</b> or entering the number 1 on keypad <b>114</b>. The items in the personal service menu may depend on the preferences accessed from memory <b>121</b> when the user's club card is read by reader <b>150</b>. For example, a smoker whose preferences include cigarettes will have item 2 “CIGARETTES” displayed, whereas a non-smoker whose preferences do not include cigarettes will not have item 2 displayed.
0050<figref idref="DRAWINGS">FIG. 5</figref> illustrates an exemplary drink menu displayed in response to a player or user touching the phrase “DRINK” on the display shown in <figref idref="DRAWINGS">FIG. 4</figref>, or entering the number 1 on keypad <b>114</b>. The drinks displayed may depend on the player preferences accessed from memory <b>121</b>.
0051<figref idref="DRAWINGS">FIG. 6</figref> illustrates an exemplary soft drink menu displayed in response to a player or user touching the screen <b>118</b> at the phrase “SOFT DRINK” on the display shown in <figref idref="DRAWINGS">FIG. 5</figref>. The listed drinks may depend on the player preferences accessed from memory <b>121</b>. When a player selects a particular drink from the <figref idref="DRAWINGS">FIG. 6</figref> display by touching display <b>118</b> at the text corresponding to the desired drink, a numeric input image, such as an image of a numeric keypad <b>170</b>, is displayed as shown. In this example, it is assumed that the player touched “7UP” by the number 2 or touched the number 2. The text “EN” provides an enter function and an arrow <b>172</b> provides a backspace function. Other forms of a numeric input image may be displayed. A box <b>174</b> displays the number entered by the player from keypad image <b>170</b>. The number indicates the quantities of drinks desired by the player. Each of displays <b>118</b>, <b>118</b>A and <b>134</b> can display a numeric input image like image <b>170</b>.
0052Communication unit <b>119</b> generates a message identifying the drink selected by touching display <b>118</b> (e.g., drink number 2) and the quantity selected by touching a number on the keypad image <b>170</b> (e.g., the number 1). The message is transmitted via controller <b>148</b> and network <b>126</b> to service station <b>132</b> and is displayed on message display <b>134</b>.
0053<figref idref="DRAWINGS">FIG. 7</figref> illustrates an exemplary reservation menu displayed on display <b>118</b> in response to a player or user touching the phrase “RESERVATION” or the number 2 on the display shown in <figref idref="DRAWINGS">FIG. 3</figref>, or by entering the number 2 on keypad <b>114</b>. The message display includes graphics images in the form of a pair of masks <b>200</b>, a cake <b>202</b> and a car <b>204</b>. The graphics images may be in color. For example, masks <b>200</b> may be displayed in red, cake <b>202</b> may be displayed in yellow, and car <b>204</b> may be displayed in blue. Many other forms of graphics images can be used to illustrate the text appearing on any of the displays described in this specification. Alternatively, the graphics images can be shown alone without any text.
0054<figref idref="DRAWINGS">FIG. 8</figref> illustrates an exemplary show ticket reservation menu displayed on display <b>118</b> in response to a player or user touching the phrase “TICKET FOR SHOW” or the number 1 on the display shown in <figref idref="DRAWINGS">FIG. 7</figref>, or by entering the number 1 on keypad <b>114</b>. The items listed in <figref idref="DRAWINGS">FIG. 8</figref> may depend on the player's preferences stored in memory <b>121</b>.
0055<figref idref="DRAWINGS">FIG. 9</figref> illustrates an exemplary comedy reservation menu displayed on display <b>118</b> in response to a player or user touching the phrase “COMEDY” or the number 1 on the display shown in <figref idref="DRAWINGS">FIG. 8</figref>, or by entering the number 1 on keypad <b>114</b>. The items listed may depend on the player's preferences stored in memory <b>121</b>.
0056<figref idref="DRAWINGS">FIG. 10</figref> illustrates an exemplary show x reservation menu displayed on display <b>118</b> in response to a player or user touching the phrase “SHOW X” or the number 1 or the number 2 on the display shown in <figref idref="DRAWINGS">FIG. 9</figref>, or by entering the number 1 on keypad <b>114</b>. The user enters the number of tickets desired in the blank space provided by using keypad <b>114</b> or by touching the appropriate number below the legend “NUMBER OF TICKETS.” If the desired number of tickets is not displayed, the player touches “OTHER” in order to display the image of numeric input keypad <b>170</b> as shown in <figref idref="DRAWINGS">FIG. 11</figref>. The player then enters the desired number of tickets by touching an appropriate combination of numbers on image <b>170</b>. Box <b>174</b> displays the number entered by the player.
0057Communication unit <b>119</b> generates a message identifying the desired show, date (s), time (s) and number of tickets indicated by the player's touching of display <b>118</b> as described in connection with <figref idref="DRAWINGS">FIGS. 7-11</figref>. The message is transmitted via controller <b>148</b> and network <b>126</b> to service station <b>132</b> and is displayed on message display <b>134</b>. Alternatively, the message may be sent to a ticket handling facility <b>158</b> of a producer or ticket agent of the requested show via a network <b>159</b>, such as the Internet through central authority <b>120</b>.
0058<figref idref="DRAWINGS">FIG. 12</figref> illustrates an exemplary reminder message sent to display <b>118</b> from central authority <b>120</b> or station <b>132</b>.
0059<figref idref="DRAWINGS">FIG. 13</figref> illustrates an exemplary personal message menu displayed on display <b>118</b> in response to a player or user touching the phrase “PERSONAL MESSAGE SENT” or the number 3 on the display shown in <figref idref="DRAWINGS">FIG. 3</figref>, or by entering the number 3 on keypad <b>114</b>. When the player touches any of numbers 1-3 shown in <figref idref="DRAWINGS">FIG. 13</figref>, or touches the text opposite the numbers, an alphanumeric input image, such as an image of an alphanumeric keypad <b>180</b>, is displayed on display <b>118</b> as shown in <figref idref="DRAWINGS">FIG. 14</figref>. Arrow <b>182</b> represents a backspace function, the word “ENTER” represents an enter function. The word “SHIFT” represents a shift function between upper case and lower case letters. The punctuation marks shown in image <b>180</b> have their normal meanings.
0060The player causes controller unit <b>119</b> to generate an appropriate message by entering the name of a person for whom the message is intended (e.g., John Doe), a game location (e.g., <b>106</b>) or player ID number, and a message, such as “MEET ME AT THE RESERVATION DESK AT NOON,” by touching display <b>118</b> at the appropriate numbers and letters of image <b>180</b>. The data entered by the player is displayed as shown in <figref idref="DRAWINGS">FIG. 14</figref>. Each of displays <b>118</b>, <b>118</b>A and <b>134</b> can display an alphanumeric input image like image <b>180</b>. Alternatively, the message shown in <figref idref="DRAWINGS">FIG. 14</figref> may be typed by the player or user by operating keypad <b>114</b>.
0061Communication unit <b>119</b> generates a message based on the data entered by the player as explained in connection with <figref idref="DRAWINGS">FIG. 14</figref>. The message includes an identification of the gaming location (e.g., <b>106</b>) to which the message is to be sent or a player ID number. The message is transmitted via controller <b>148</b> and network <b>126</b> to central authority <b>120</b>. If a player ID number was entered, central authority <b>120</b> checks the ID numbers of players whose cards have been read by the system to find a match. If a match is located, the message is forwarded to the gaming location at which the card was read. If no match is found, the system stores the message in memory <b>121</b>. When the player with the correct ID number inserts his card into a reader, the message is retrieved from memory and is forwarded to the proper gaming location for display. In addition, central authority <b>120</b> finds the name of the current user of gaming location <b>102</b> from the information on the club card <b>152</b> used to initiate the gaming location so that the name of the sender can be displayed at the gaming location receiving the message. If a gaming location was entered by the player, central authority sends the message to the proper gaming location, such as location <b>106</b>, and displays on display <b>118</b>A the name of the sender, the date, the time the message was sent and the message as shown in <figref idref="DRAWINGS">FIG. 15</figref>.
0062<figref idref="DRAWINGS">FIG. 15</figref> illustrates the an exemplary message menu displayed on display <b>118</b>A of gaming location <b>106</b> showing the message sent from gaming location <b>102</b> to gaming location <b>106</b> over, network <b>126</b> through central authority <b>120</b>. If a gaming location is entered by the player as explained in connection with <figref idref="DRAWINGS">FIG. 14</figref>, the message may be sent directly from gaming location <b>102</b> to gaming location <b>106</b> without being transmitted to the central authority <b>120</b>. The date and time at which the message was sent are displayed as shown in <figref idref="DRAWINGS">FIG. 15</figref>.
0063The player at gaming location <b>106</b> may reply to the message shown in <figref idref="DRAWINGS">FIG. 15</figref> by touching display <b>118</b>A at the “REPLY” text, at the number 4 to the left of the reply text, or by entering the number 4 on keypad <b>114</b>A.
0064<figref idref="DRAWINGS">FIG. 16</figref> illustrates an exemplary reply message menu displayed on display <b>118</b>A in response to a player or user touching the phrase “REPLY” or the number 4 on screen <b>118</b>A or by entering the number 4 on keypad <b>114</b>A. The reply menu provides for sending copies of the message to various locations. The personal message menu shown in <figref idref="DRAWINGS">FIG. 13</figref> can be modified to also provide for sending of copies.
0065A reply message is generated and sent in the same manner described in connection with <figref idref="DRAWINGS">FIGS. 13 and 14</figref>. When the player touches any of numbers 1-3 or the text opposite any of the numbers, a display of the type shown in <figref idref="DRAWINGS">FIG. 14</figref> is generated on display <b>118</b>A. The player then enters the reply data using image <b>180</b> in the manner previously described.
0066<figref idref="DRAWINGS">FIG. 17</figref> illustrates exemplary messages received at service station <b>132</b> and displayed on display <b>134</b> from gaming locations <b>102</b> and <b>104</b>. In response to such messages, workers in the gaming facility may attempt to fill the order and bring it to the player or user. The location of the requester of service is displayed to help facilitate delivery. The time is posted to ensure that orders are processed in the order in which they were sent.
0067<figref idref="DRAWINGS">FIG. 18</figref> illustrates an exemplary service station reply message menu displayed in response to a work station attendant touching the phrase “REG. COKE” on the display <b>134</b> shown in <figref idref="DRAWINGS">FIG. 17</figref>, or entering the number 1 on keypad <b>114</b>B. The attendant can enter a message by touching the number 2 or touching the phrase “CONTENT OF MESSAGE” shown in <figref idref="DRAWINGS">FIG. 18</figref> which causes display of an alphanumeric input image on display <b>134</b> like the image shown in <figref idref="DRAWINGS">FIG. 14</figref>. A message then is entered in the manner described in connection with <figref idref="DRAWINGS">FIG. 14</figref>. For example, the message may be “WE ARE OUT OF REGULAR COKE. IS A DIET COKE OK?” By enabling interactive communication between a gaming location and a service station, the delivery of desired goods to gaming locations is facilitated.
0068Communication unit <b>135</b> generates a message based on the data entered by an attendant as explained in connection with <figref idref="DRAWINGS">FIGS. 14 and 18</figref>. The message includes an identification of the gaming location (e.g., <b>102</b>) to which the message is to be sent. The message is transmitted via a serial controller in service station <b>132</b> and network <b>126</b> to gaming location <b>102</b> and is displayed on display <b>118</b> in the manner shown in <figref idref="DRAWINGS">FIG. 19</figref>.
0069The message from the service center is displayed with a YES button <b>190</b> and a NO button <b>191</b>. The player at gaming location <b>102</b> responds to the message by touching display <b>118</b> at either the word “YES” or “NO.” Communication unit <b>119</b> generates a message based on the touching of button <b>190</b> or <b>191</b>. The message includes an identification of service station <b>132</b> to which the message is to be sent. The message is transmitted via serial controller <b>148</b> and network <b>126</b> to service station <b>132</b> and is displayed on display <b>134</b> so that an attendant will know the drink preferred by the player.
0070Those skilled in the gaming and computer arts are able to program the interfaces and central authority to provide the displays and interactivity described in the accompanying drawings and described in this specification.
0071The “OTHER” options referenced in the drawings are handled by displaying a numeric or alphanumeric input image depending on context.
0072While the invention has been described with reference to one or more preferred embodiments, those skilled in the art will understand that changes may be made and equivalents may be substituted without departing from the scope of the invention. In addition, many modifications may be made to adapt a particular step, structure, or material to the teachings of the invention without departing from its scope. Therefore, it is intended that the invention not be limited to the particular embodiment disclosed, but that the invention will include all embodiments falling within the scope of the appended claims.
Contents5
13 sheets
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Numbers
- Publication
- 8529347
- Application
- 11303240
Titles
- English
- Gaming system customer service techniques
Patent term adjustment
- A delay
- +883 daysthe office missed an examination deadline
- B delay
- +75 dayspendency past three years
- Applicant delay
- −276 days
- Net adjustment
- 891 days
Classification
- CPC, 8
- G07F17/3241
- G07F17/32
- G07F17/3209
- G07F17/3227
- G07F17/3232
- G07F17/3239
- G07F17/3272
- A63F13/80
- IPC, 5
- A63F9 24
- A63F13 00
- G06F17 00
- G06F19 00
- G07F17 32
- USPC, 3
- 463042000
- 463040000
- 463043000